Scaffolding in the small: designing educational supports for concept mapping on handheld computers
CHI '02 Extended Abstracts on Human Factors in Computing Systems
English Class on the Air: Mobile Language Learning with Cell Phones
ICALT '05 Proceedings of the Fifth IEEE International Conference on Advanced Learning Technologies
Interfaces to support children's co-present collaboration: multiple mice and tangible technologies
CSCL '02 Proceedings of the Conference on Computer Support for Collaborative Learning: Foundations for a CSCL Community
The study on integrating WebQuest with mobile learning for environmental education
Computers & Education
A framework for the design and integration of collaborative classroom games
Computers & Education
Learning in a u-Museum: Developing a context-aware ubiquitous learning environment
Computers & Education
Mobile gaming patterns and their impact on learning outcomes: a literature review
EC-TEL'12 Proceedings of the 7th European conference on Technology Enhanced Learning
Effects of mobile gaming patterns on learning outcomes: a literature review
International Journal of Technology Enhanced Learning
Location-Based games in informatics education
ISSEP'13 Proceedings of the 6th international conference on Informatics in Schools: Situation, Evolution, and Perspectives
The effect of uncertainty on learning in game-like environments
Computers & Education
The comparisons of the influences of prior knowledge on two game-based learning systems
Computers & Education
Mate Marote: A flexible automated framework for large-scale educational interventions
Computers & Education
Hi-index | 0.00 |
This paper reports the results of a study which aimed to investigate how ubiquitous games influence English learning achievement and motivation through a context-aware ubiquitous learning environment. An English curriculum was conducted on a school campus by using a context-aware ubiquitous learning environment called the Handheld English Language Learning Organization (HELLO). HELLO helps students to engage in learning activities based on the ARCS motivation theory, involving various educational strategies, including ubiquitous game-based learning, collaborative learning, and context-aware learning. Two groups of students participated in the learning activities prescribed in a curriculum by separately using ubiquitous game-based learning and non-gaming learning. The curriculum, entitled 'My Campus', included three learning activities, namely 'Campus Environment', 'Campus Life' and 'Campus Story'. Participants included high school teachers and juniors. During the experiment, tests, a survey, and interviews were conducted for the students. The evaluation results of the learning outcomes and learning motivation demonstrated that incorporating ubiquitous games into the English learning process could achieve a better learning outcomes and motivation than using non-gaming method. They further revealed a positive relationship between learning outcomes and motivation.